/Engine/Source/Runtime/ClothingSystemRuntimeCommon/Public/ClothingAsset.h
Create weights for skinning the render mesh to our simulation mesh, and weights to drive our sim mesh from the skeleton.
virtual bool BindToSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkelMesh, const int32 InMeshLodIndex, const int32 InSectionIndex, const int32 InAssetLodIndex )